But mod developers might want to search for them before implementing complicated stuff themselves.
Search found 883 matches
- Mon Feb 24, 2020 11:01 pm
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 53
- Views: 22445
- Mon Feb 24, 2020 4:34 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 25776
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
Two ways come to mind when I think about making biters more effective without adding some evolved AI. The one would be to have infiltration biters, ones that take into account turret ranges when pathfinding. The other one would be to have biters that target essential infrastructure like power lines...
- Sun Feb 23, 2020 8:08 pm
- Forum: Not a bug
- Topic: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
- Replies: 8
- Views: 1900
Re: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
The UI rounds symmetrical while signals are rounded down, so this is working correctly. Looks like a user experience bug to me. Circuit network UI and fluid tank UI (and all the other UIs too) should use the same rounding algorithm for number display. This goes as far back as fluids exist, every po...
- Sun Feb 23, 2020 2:47 pm
- Forum: Not a bug
- Topic: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
- Replies: 8
- Views: 1900
- Sat Feb 22, 2020 4:23 pm
- Forum: Mods
- Topic: Simon's Lights / no night darkness
- Replies: 3
- Views: 1123
Re: Simon's Lights / no night darkness
Someone asked for an update for Simon's Lights nine months ago and got no answer. But the mod is MIT licensed and looks like it is trivial to update. So you could fork it, change the info.json, test whether anything broke and publish the updated fork on the mod portal. Should be an easy entrance int...
- Sat Feb 22, 2020 4:23 am
- Forum: Outdated/Not implemented
- Topic: [0.17.79] Please please please let electric poles be rotated
- Replies: 34
- Views: 8407
Re: [0.17.79] Please please please let electric poles be rotated
That probably is a (minor) bug.eradicator wrote: ↑Fri Feb 21, 2020 5:42 pmOh, btw, substations actually violate the scheme for three of four rotations:
- Sat Feb 22, 2020 4:10 am
- Forum: Ideas and Suggestions
- Topic: Lubricant: The only Flaw in the Fluid System.
- Replies: 65
- Views: 17402
Re: Lubricant: The only Flaw in the Fluid System.
But that’s exactly the point: if you regulate the flow of heavy/light oil cracking it’s not possible that heavy oil goes out. As i understand the problem, there is no science going on (maybe waiting for rocket science being build), power production is already post burner tech, and either upgrading ...
- Fri Feb 21, 2020 1:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Double Inserter
- Replies: 8
- Views: 2641
Re: Double Inserter
But if you are already willing to double your inserter count - why not go for gold and get full-belt throughput with the Miniloader ... Those loaders look like a cheat. True factorians use steam diesel mad arms 8-) If it feels too cheaty, you can always add some DivOresity to compensate.
- Fri Feb 21, 2020 1:04 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.79] Please please please let electric poles be rotated
- Replies: 34
- Views: 8407
Re: [0.17.79] Please please please let electric poles be rotated
I don't see this as ever happening. Electric poles don't have a saved direction and there's zero gameplay benefit to make them have one. It would increase memory usage, save file size, save time, and load time. All for a purely cosmetic reason. I am so happy, that decoratives are already in the gam...
- Fri Feb 21, 2020 12:56 pm
- Forum: Duplicates
- Topic: [0.17.79] Inserters drop contents even when disabled (or unpowered)
- Replies: 10
- Views: 3483
Re: [0.17.79] Inserters drop contents even when disabled (or unpowered)
Factorio's inserters are as realistic as flying pigs. And that is a good thing as real world inserters do not even have a fraction of that optical recognition power, that Factorio inserters exhibit.
- Fri Feb 21, 2020 12:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Double Inserter
- Replies: 8
- Views: 2641
Re: Double Inserter
The inserter logic itself is not modable. So double-handed inserters are probably implemented by placing two inserters above each other.
But if you are already willing to double your inserter count - why not go for gold and get full-belt throughput with the Miniloader...
But if you are already willing to double your inserter count - why not go for gold and get full-belt throughput with the Miniloader...
- Fri Feb 21, 2020 6:00 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 220234
Re: Parrallel processing in games & applications
For example space and bracket parsing was done with unconditional commands like AND/OR/Shift logic. With enough bit banging, direct statements can behave in conditional ways I guess. Then they started going into the weird commands, for example there are instructions that can do multiple additions i...
- Fri Feb 21, 2020 5:04 am
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 30969
Re: Set chain signals to red via circuit network
no, you see, that isn't red, it's just.. an... artifact of... some ... computed state.. thingy.. Lulz - i guess they made the chain signal's "state" a function querying all signals until they reach a green/red or the end of line on each branches - and additionally asking the guarded block...
- Fri Feb 21, 2020 4:44 am
- Forum: Mods
- Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
- Replies: 10
- Views: 5744
Re: [MOD 0.17.x] DayPhaseAdjuster
If it is just about updating the JSON, why not go all the way to 0.18 as you are at it?AliceTheGorgon wrote: ↑Fri Feb 21, 2020 4:36 amI've updated the mod in the mod portal. As per usual, no code changes were needed, just updating info.json.
- Thu Feb 20, 2020 9:30 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.79] Please please please let electric poles be rotated
- Replies: 34
- Views: 8407
Re: [0.17.79] Please please please let electric poles be rotated
Another way to fix it might be to make all power poles always align the same. They would all look the same then and red/green wire terminals would always be on the same side of each pole. There is mod for it No Rotation For Electric Poles That mod clearly features the wrong orientation. One of the ...
- Thu Feb 20, 2020 6:16 am
- Forum: Outdated/Not implemented
- Topic: [0.17.79] Please please please let electric poles be rotated
- Replies: 34
- Views: 8407
Re: [0.17.79] Please please please let electric poles be rotated
Another way to fix it might be to make all power poles always align the same. They would all look the same then and red/green wire terminals would always be on the same side of each pole.
- Thu Feb 20, 2020 5:56 am
- Forum: Ideas and Suggestions
- Topic: quick start inventory templates
- Replies: 13
- Views: 2551
Re: quick start inventory templates
A very similar idea from 2016: Easy start of the freeplay game?
- Thu Feb 20, 2020 5:36 am
- Forum: Ideas and Suggestions
- Topic: Lubricant: The only Flaw in the Fluid System.
- Replies: 65
- Views: 17402
Re: Lubricant: The only Flaw in the Fluid System.
As nobody seems to have mentioned it already: Humans traditionally solved the unused byproduct problem by just burning or dumping the undesired "waste" products. Factorio devs seem to not like the concept of wasting stuff (apart from pumping ammunition into biters to make both magically di...
- Thu Feb 20, 2020 4:35 am
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 21526
Re: Version 0.18.7
Yeah! I waited for get_insertable_count(). But the improved visuals and fixes are a nice bonus too.
- Thu Feb 20, 2020 2:56 am
- Forum: Ideas and Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 57
- Views: 21130
Re: Option for disabling artillery auto target
I rescanned the mod portal for artillery targeting player-control enhancements: - Artillery Switch (Player GUI switch for artillery wagons, 0.17 only but MIT license and trivial to update) - Smart Artillery Wagons (circuit-control for artillery wagons) - Artillery Manual-Only Fire (recipe for manual...